/Engine/Source/Runtime/Engine/Classes/Engine/AssetManagerSettings.h
Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types
class UAssetManagerSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)
TArray<FAssetM...
AssetPathRedirects
Redirect from /game/assetpath to /game/assetpathnew
bool
bOnlyCookProductionAssets
If true, DevelopmentCook assets will error when they are cooked, you should enable this on production branches
bool
bShouldAcquireMissingChunksOnLoad
If true, this will query the platform chunk install interface to request missing chunks for any requested primary asset loads
bool
bShouldGuessTypeAndNameInEditor
If true, PrimaryAsset Type/Name will be implied for assets in the editor even if bShouldManagerDetermineTypeAndName is false.
bool
bShouldManagerDetermineTypeAndName
If true, the asset manager will determine the type and name for Primary Assets that do not implement GetPrimaryAssetId, by calling DeterminePrimaryAssetIdForObject and using the ini settings.
bool
bShouldWarnAboutInvalidAssets
If true, the asset manager will warn when it is told to load or do something with assets it does not know about
TArray<FPrimar...
CustomPrimaryAssetRules
List of game-specific asset rule overrides for types, this will not do anything by default
TArray<FDirect...
DirectoriesToExclude
List of directories to exclude from scanning for Primary Assets, useful to exclude test assets
TSet<FName>
MetaDataTagsForAssetRegistry
The metadata tags to be transferred to the Asset Registry.
TArray<FAssetM...
PrimaryAssetIdRedirects
Redirect from Type:Name to Type:NameNew
TArray<FPrimar...
PrimaryAssetRules
List of specific asset rule overrides
TArray<FAssetM...
PrimaryAssetTypeRedirects
Redirect from Type to TypeNew
TArray<FPrimar...
PrimaryAssetTypesToScan
List of asset types to scan at startup